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How far do you go in planning solutions to problems?
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<blockquote data-quote="Arnwyn" data-source="post: 1825475" data-attributes="member: 7701"><p>In the case above, if I could anticipate the likely course of action that my players would take (which I would only be able to do based on how well I know them), then I might come up with a basic solution. If moving the column seems to be the only convenient and likely way to go, then I'll make sure I have some rules/guidelines (eg. DCs) to cover that situation. But, that's only because in your example, there's only 2 options to get downstairs, and one of them is closed off.</p><p></p><p>Essentially, though, I don't go too far in planning solutions. In fact, there are often situations that I have no solution "planned" (or even thought of) at all, and have no idea what will happen and how the players will have their characters react. <em>That's</em> what I find fun about this game.</p></blockquote><p></p>
[QUOTE="Arnwyn, post: 1825475, member: 7701"] In the case above, if I could anticipate the likely course of action that my players would take (which I would only be able to do based on how well I know them), then I might come up with a basic solution. If moving the column seems to be the only convenient and likely way to go, then I'll make sure I have some rules/guidelines (eg. DCs) to cover that situation. But, that's only because in your example, there's only 2 options to get downstairs, and one of them is closed off. Essentially, though, I don't go too far in planning solutions. In fact, there are often situations that I have no solution "planned" (or even thought of) at all, and have no idea what will happen and how the players will have their characters react. [i]That's[/i] what I find fun about this game. [/QUOTE]
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How far do you go in planning solutions to problems?
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